﻿#region Copyright
// Copyright (c) 2011-2012 RaisingForce Team (Alikin Sergey)
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without
// restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following
// conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
#endregion

using System;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
using Aiemp.ObjectModel;
using RaisingForce.RaiseHardwareTest.Properties;

namespace RaisingForce.RaiseHardwareTest.ViewModel.MainStates
{
    sealed internal class MainStatePool
    {
        #region Constructors

        public MainStatePool(bool registerDefaultStates = false)
        {
            if (registerDefaultStates)
            {
                this.registerDefaultStates();
            }
        }

        #endregion

        #region Private Declarations

        private readonly IDictionary<string, Lazy<IMainState>> states =
            new Dictionary<string, Lazy<IMainState>>();

        private void registerDefaultStates()
        {
            this.RegisterState(
                MainStateKeys.Disconnected,
                Resources.Main_State_Disconnected,
                text => new DisconnectedState(text));
            this.RegisterState(
                MainStateKeys.Connected,
                Resources.Main_State_Connected,
                text => new ConnectedState(text));
            this.RegisterState(
                MainStateKeys.Disconnecting,
                Resources.Main_State_Disconnecting,
                text => new EmptyState(text, doneStateKey: MainStateKeys.Disconnected));
            this.RegisterState(
                MainStateKeys.Connecting,
                Resources.Main_State_Connecting,
                text => new ConnectingState(text, doneStateKey: MainStateKeys.Connected));
            this.RegisterState(
                MainStateKeys.Moving,
                Resources.Main_State_Moving,
                text => new EngineRunningState(text, doneStateKey: MainStateKeys.Connected));
            this.RegisterState(
                MainStateKeys.Rotating,
                Resources.Main_State_Rotating,
                text => new EngineRunningState(text, doneStateKey: MainStateKeys.Connected));
            this.RegisterState(
                MainStateKeys.Detecting,
                Resources.Main_State_Detecting,
                text => new EmptyState(text, doneStateKey: MainStateKeys.Connected));
        }

        #endregion

        #region Public Methods

        [Pure]
        public bool ContainsState(string stateKey)
        {
            return stateKey != null ?
                this.states.ContainsKey(stateKey) :
                false;
        }

        public void RegisterState(
            string stateKey,
            string stateStatusText,
            Func<string, IMainState> stateFabric)
        {
            Contract.Requires(stateKey != null);
            Contract.Requires(stateFabric != null);
            this.states.Add(
                stateKey,
                new Lazy<IMainState>(() => stateFabric(stateStatusText), isThreadSafe: true));
        }

        public IMainState GetState(string stateKey)
        {
            Contract.Requires(stateKey != null);
            return this.states[stateKey].Value;
        }

        #endregion
    }
}
